You could make the rest of the animations wait until the turning animation is finished.
BurningWood wrote:Did Nesteris advice work? Also, do you have the animations done on a Sprite sheet? I'm asking because I thought about some how programming #chracterturns my self by having the animation start some how when the opposite arrow key was pressed instead of the reverse feature.
Player.Platform.VectorX >0 and Left Pressed
Player.Platform.VectorX <0 and Right Pressed
Nesteris wrote:@Zebbi, you could have a condition on the running events, something like
Animation "Turning" is Not Playing, that way when you press the key to start turning, the running animation won't interfere with it until it's done.
And you could put another event "On Animation 'Turning' Finshed" - Action - Play "Running" Animation. That way when the turning animation is finished, the running animation starts up and they shouldn't interfere with each other.
Just make sure you don't set the turning animation to loop.
Zebbi wrote:Good idea, I'll have to fiddle around and rewrite the existing parts so as it can be the dominant animation. Is there any function in C2 that's similar to !important declaration?
Nesteris wrote:Zebbi wrote:Good idea, I'll have to fiddle around and rewrite the existing parts so as it can be the dominant animation. Is there any function in C2 that's similar to !important declaration?
Not sure what you mean by the !Important declaration, but you can make sure all the running animations don't play as long as the turning animation is playing by making a
"Turning Is Not Playing" Condition on all your running animation events.